using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace _2RacerD
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Texture2D Car;
        public AudioEngine audioEngine; 
        public WaveBank waveBank;
        public SoundBank soundBank;
        int MoveCar;
        int RotateCar;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            //Load the audio files and play as soon as the game starts.
            try
            {
                //can't sync the wave bank file(the real audio file), leave these here becuase there required for audio playback
                audioEngine = new AudioEngine("Audio\\ingame audio.xgs");
                waveBank = new WaveBank(audioEngine, "Audio\\Wave Bank.xwb");
                soundBank = new SoundBank(audioEngine, "Audio\\Sound Bank.xsb");
                soundBank.PlayCue("Chase1");
            }
            catch (Exception ex)
            {
            }
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            //Load the car texture...:P
            Car = Content.Load<Texture2D>("car");


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Up))
                MoveCar += 1;
            if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Down))
                MoveCar -= 1;
            if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Left))
                RotateCar -= 1;
            if (Keyboard.GetState(PlayerIndex.One).IsKeyDown(Keys.Right))
            {
                RotateCar += 1;
            }


            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            spriteBatch.Draw(Car, new Vector2(50 + MoveCar , 100 + MoveCar), null, Color.White, MathHelper.ToRadians(RotateCar), new Vector2(Car.Width / 2, Car.Height / 2), new Vector2(2.0f, 2.0f), SpriteEffects.FlipVertically, 0);
            spriteBatch.End();


            base.Draw(gameTime);
        }
    }
}
